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Run an Ettin Encounter Inspired by The Red Etin

October 31, 2026 · LorePanic Team

Roll initiative the moment an ettin crashes out of the trees and you get a CR 4 bag of hit points with two weapons. Put the same ettin on a bridge instead. One head asks politely for a toll. The other mutters that the last travelers tasted better than their coin did. Now you have something the players will talk about after the session. Getting there takes maybe ten minutes of prep. The method comes from an old Scottish tale, and it asks one thing of you: open with a bargain before anyone draws steel.

What the ettin actually wants

Joseph Jacobs collected a fairy tale called The Red Etin. In it, a widow's sons leave home one at a time to seek their fortune. The Etin is a giant with three heads, one more than a D&D ettin. It holds a king's daughter captive. It doesn't simply smash travelers. It stops them and asks questions. The brothers who answer wrong become stone. The youngest son treated an old woman kindly on the road, and with her help he answers correctly and earns his chance to strike.

Keep the shape of that story. The giant guards something, and travelers have to deal with it on its terms before anything else happens. Violence is what you get for failing. It's never the first offer.

The SRD ettin fits that frame almost too well. It's a CR 4 Large Giant with 85 hit points and AC 12. It's immune to the Charmed and Frightened conditions, plus Blinded, Deafened, Stunned and Unconscious. So the bard can't enchant it into waving everyone through, and a fear spell won't send it running. Players who want past have to offer something it values. It also speaks only Giant. That detail looks minor now and becomes the hinge of the twist later on.

If the talking fails, the fallback is blunt:

The ettin makes one Battleaxe attack and one Morningstar attack.

SRD 5.2.1, "Ettin"

One body, two weapons, two heads. Build the encounter around the heads.

Give the two heads opposing agendas

The folklore Etin speaks with one voice. Yours shouldn't. Treat the ettin as two wills sharing a pair of legs and a stomach and nothing else.

Call the left head Haldo. Haldo wants the toll paid and the travelers gone. He's lazy and a little greedy, and fighting strikes him as a lot of sweat for a handful of copper. The right head is Brusk. Three winters ago a band of armored humans burned the giant's old cave, and to Brusk every armored human looks like one of them. He doesn't trust words. Words are how the burners got close.

Run the negotiation as a three-way conversation where two of the parties share a neck:

"Ten silver each and you walk," Haldo says.

"Ten silver and the tall one's sword," Brusk cuts in.

"We don't need a sword. We have two."

"Then I'll use it as a toothpick."

Each exchange hands the players something to grab. Suppose the party appeals to Haldo: more coin than he asked for, on condition that he keeps Brusk's arm still. That works. Suppose the rogue mouths off to Brusk instead. The party learns that once Haldo's half of the body is taking hits, he fights every bit as hard. The sharpest tables will spot that the grudge is the real lock. They prove they weren't the burners, or they offer to hunt down the people who were.

Before the session, decide what would make each head content enough to step aside. Put it on an index card, one line per head. Haldo: "More money than effort." Brusk: "Proof these aren't the burners, or a burner's head." The same trick works for a villain with only one mouth, and our guide to villain motivation covers how to set up those competing wants.

Open with a riddle or a bargain before initiative

Most ettin encounters go straight to combat. Start with talk instead.

The ettin sets the terms. If your table enjoys riddles, use one. Pick something the party can actually solve, then have Brusk insist the answer is wrong even when it's right. If your players like haggling, offer a trade. We like the flat toll best when you want the moral weight on one question: do they pay?

The important part is that a failed riddle or a refused offer doesn't have to start a fight. The Red Etin's victims turned to stone. Yours can pay a worse price. Roll or pick:

  1. The toll doubles, and Haldo apologizes for it.
  2. One character owes the ettin a favor, to be named later.
  3. Brusk demands a keepsake: a ring, a holy symbol, a lock of hair.
  4. The party may pass, but must carry a message to someone the ettin hates.
  5. A second riddle, harder, and Brusk gets to ask it.
  6. Haldo whispers, in Giant, "Run while he's thinking."

If the party strikes a deal, Haldo honors it to the letter. Brusk spends the whole time hunting for a loophole. "You said you'd cross. You didn't say you'd cross back."

When the talking finally breaks down, the stat block still gives you more than an exchange of hit points. A hit from the battleaxe knocks a Large or smaller target Prone. The other hand does this:

Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.

SRD 5.2.1, "Ettin"

Describe that Disadvantage as the two heads cooperating for once. Brusk's morningstar rings off the fighter's helm, Haldo grunts "Again," and the fighter's swing goes wide. A character flattened by the axe and dazed by the morningstar will feel the fight swing badly against them, and that's the effect you're after. Keep the heads talking through the fight. Brusk gloats. Around half hit points, Haldo is watching his share of the body bleed and offers terms again. Players who remember the bargain can still take it.

Three hooks ready to drop in

Pick one, then fill in the index card for Haldo and Brusk.

The toll-bridge

An ettin squats on the only stone bridge over a flooded river. It takes payment in coin, in favors, or in secrets: "Tell us something about the baron nobody knows." Set this beside the Three Billy Goats Gruff bridge encounter, where the troll is a gate the party tricks or breaks. Here the gate argues with itself, and the party can pry it apart. If you don't want that extra negotiation beat, run the troll.

The buried treasure

The ettin dug up an old barrow hoard, or inherited it from a parent giant. It sits on the chest like a hen on an egg. It will trade a share for a service, maybe driving off an ogre who keeps raiding its sheep. Haldo would hand over a tenth of the hoard without blinking. Brusk wants the ogre's head on the barrow before a single coin moves. The party finds out quickly that "half up front" means something different to each head.

The kidnapped miller's son

A miller and his wife hire the party to bring home their son Tam, taken from the millrace a month ago. The ettin isn't eating him. Tam might be a hostage held against the village. He might be a worker who grinds the giant's grain and mends its boots. This hook borrows the Red Etin's captive princess directly, and it sets up the best twist here. Read the next section before you run it.

The twist: the prisoner isn't grateful

The party wins, by bargain or by battleaxe. Tam walks out of the cave and doesn't thank anyone.

There are three good explanations. We prefer the last one.

In the first, Tam made his own deal with Haldo: one more season of work, then home with a sack of barrow gold. The party just cost him his payday.

In the second, a month of captivity changed him. Brusk told him about the burned cave every night, and Tam came to believe the giant was wronged. Now he eyes the party's armor the way Brusk did.

The third is the one to use. Tam is the reason the heads disagree so sharply. The ettin speaks only Giant, and Tam learned it. Whenever travelers reached the bridge or the barrow, Tam translated, and he chose what to pass on. He fed Haldo's greed and Brusk's grudge, and he steered each bargain toward whatever kept him useful and alive. If the party needed a translator, they got Tam, and every word they "heard" from the ettin came through him.

That changes the whole encounter in hindsight. The players were sure the problem was two heads and a battleaxe. The person actually deciding outcomes was a frightened boy, deciding his own. And now he's back in a village that paid strangers to drag him home, and he's very good at playing two sides against each other.

Foreshadow it before the party ever sees it

Plant the ettin two or three scenes early. Use clues that suggest "two" without ever saying "giant."

Oversized tracks on the trail, with two sets of heel-drag marks, as if the walker kept stopping to argue with itself. A cold camp with two bedrolls side by side: one rolled tight, one kicked into the ashes. Two different tallies scratched in the dirt by the fire, one counting coins and one counting something else. A shepherd at the inn who swears he heard two men shouting on the ridge last night, both voices from the same spot, and then nothing.

For the Tam twist, add one more line from the shepherd: "There was another voice, too. Younger. Only one that sounded calm." For the general technique of hiding a twist in clues the players read as flavor, see how to foreshadow a twist without tipping your hand.

End the session when the bargain goes sideways, or when Tam looks at the party and says something in Giant that only the ettin understands. If you need the Morningstar line back in front of you while two heads are shouting, LorePanic's free SRD search will find the stat block in a few seconds.

Give Haldo this line for when the party first arrives: "Pay me, and he won't remember you. Don't, and he'll never forget."

Frequently asked questions

What does an ettin want in D&D 5e?

The SRD stat block doesn't give it goals, so that's your call. Our recommendation is to make it a guardian of something, like a crossing, a hoard or a captive, and give each head its own want. For example, one head chases easy coin while the other nurses an old grudge.

How do I make an ettin encounter more than just a fight?

Open with a toll, a trade or a riddle. If the party fails, they get a worse deal or a debt, not an immediate fight. Have the two heads interrupt and undercut each other so the players can turn one against the other.

What's a good twist for an ettin encounter?

The rescued prisoner resents being rescued. The strongest version makes the prisoner the ettin's translator, who has been quietly steering both heads' bargains for their own benefit the whole time.

How do I foreshadow an ettin before the party meets it?

Use clues that hint at two of something. Huge tracks that show the walker kept turning, a camp with two very different bedrolls, or a witness who heard two voices arguing from one spot in the dark.

Can an ettin be talked out of fighting in D&D?

Yes, with a real deal. Charm and fear magic won't help, because the ettin is immune to the Charmed and Frightened conditions. The party has to offer something each head actually wants.

Rules and monster text from the System Reference Document 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. This article is unofficial fan content and is not endorsed by Wizards of the Coast.

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